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Explore the Core of the Dragon Empires Combat System with Codemasters' Peter Tyson
“Clans provide community, friends and someone to watch your back!”
What does it take to rule a city? Are your forces strong enough to hold off the hordes of monsters and other players bent on your destruction?
Dragon Empires will test your mettle, and that of your compatriots.
The Codemasters massively multiplayer online game for the PC is slated for release in the fall of this year, but already the MMP community is abuzz with talk about the game. Piers Anthony has lent his considerable creative talents to the project, and the game will challenge on several levels.
There are 50 cities in the game that can be won in a clan battle, and clans which own cities will be able to affect the economy of the game, as well as foster trade. Players can also choose to be outlaws and have bounties placed upon them.
Of course, when you are talking about a game that seems to be a rich hunting ground, you have to start the discussion with the combat system. And who better to talk about it than those involved with the project.

Peter Tyson, of Codemasters, discussed the PvP and combat system of Dragon Empires with GameZone.com.
Question: First of all, does the title feature the standard three general classes of MMPs - magic, melee and missile? And how have you managed to balance them so that you avoid a world built solely of one class?
Peter: Somewhat. I think the sub-skills are going to end up making combat quite varied for participants however. As for balance that is a task for later in beta when we're working from a more solid base. We will be trying to balance for all combinations of class, primary and secondary skill. This will be a tricky but fun task!
Q: Are the classes built in the rock-paper-scissors mold, or will forethought, and solid templates really win out over generalized character development?
Peter: Not at all as the result of that is pretty boring and predictable combat. We've thought more about the skills available and letting them create effective characters. As everyone faces choices which will never result in an overly gimped character I think we will see most people with good solid performing toons.
Q: Let's talk a little about the combat system: some titles are opting for the 'hit first, uses special skills and pray' style of combat with guaranteed strikes per attack. Asheron's Call 2 was a little more succinct in that it actually enabled players to avoid attacks by moving during combat. What system are you employing? Will players be able to avoid taking damage, or elude attacks?
Peter: Players will have to choose attacks and the weapon they use carefully as both change how much energy is used in that move. Energy moves up and down a lot and so managing it during a fight will be important and playing to the enemy's weakness will be crucial as well. Mages have a different challenge. They have to choose which of their magical-focus weapons they bind spells to. The spell properties can change depending on what they bind the spell to so they need to plan their combat strategies in advance. However, by switching weapons and bound spells they still have some flexibility and tactical choice.

Q: Will terrain come into play during PvP or PvE aspects of the game?
Peter: Yes, being higher offers a ranged attack advantage and running up hill is slow.
Q: Are there zones for PvP or is the entire realm PvP? Are there any rulesets in place which define the scope of the PvP action, as in someone who is a much higher level cannot enter the newcomer areas and just PK all the lower levels? Are there safe zones or learning areas?
Peter: When you take on a PvP role you can fight just about everywhere if you are in an opposing role to your target. You can set up quick PvP matches, the Blood Circus, at most places as well.
Q: What do you think makes for a more immersive PvP experience?
Peter: Tactical choice and giving players some greater meaning to the fight. Fighting for personal glory gets a bit boring, but fighting for the honour of your clan and to protect the city they own is very exciting. Give players some control and a reason to fight for it and you're giving them hours of entertainment.
Q: Will there be points, experience or standing, attached to the PvP aspect of the game? Are their specific goals attached to the PvP?
Peter: Yes, players will be capturing cities off each other and owning them to gain prestige and more efficient manufacturing. There will be ranks and tables for PvP as well.

Q: How massive do you think the clan/guild aspects of combat will be?
Peter: Very, it is one of our most important features. Clans provide community, friends and someone to watch your back!
Q: Will PvP come into play during quests? As in, a group trying complete a quest not only has to contend with mobs but with other players as well?
Peter: Some quests may involve the player having to be a certain role, which could leave them open to PvP combat. When we have a good story to hang off that plot we will probably implement it. With so many quests (around 500) we will have the time to offer a little variety like this idea.
Q: What will be the penalties for dying? Will players lose inventory items, or experience, or ...?
Peter: If you're not in a PVP role then you will be teleported back home. You may lose an item or two if you are a very long way from a bind point (to prevent death-teleporting of trade goods). If you're in a PvP role then it depends on your bounty and other factors that we are still balancing.

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